Virtual reality is back – and this time, it works
If you’ve spent any time on Twitter in the past couple of months, or have attended any Learning and Development conferences, you’ll be aware that the industry is abuzz with the news that virtual reality (VR) is about to go mainstream.
Forget the crummy graphics of the 1990s. For the first time, VR seems like it’s about to live up to it’s name. Realistic visuals and surround-sound audio are creating an immersive experience that can finally trick your brain into believing you are somewhere else.
pMeanwhile, companies like Magic Leap are raising millions in investment as they develop sophisticated augmented reality (AR) devices that combine simulated graphics with the world around you. Think Minority Report, or this YouTube demo.
But what does this have to do with L&D?
To quote blogger, speaker and #Chat2Lrn friend Donald Clark:
“In my 30+ years in technology I have never experienced a heat so intense and shocking as that I got when I first tried the Oculus Rift.
“As a learning professional, lots of applications flooded my mind. But more importantly, and this IS important, I thought of learning theory.
“The big problems in learning are:
“This technology tackles these head on. We may be on the threshold of delivering educational and training experiences that are compelling and super-efficient, in terms of these positive attributes in learning.
“There’s also a bonus – this is a cool, consumer device that young people love. 2016 is only the start. VR is not a gadget, it’s a medium and a great learning medium.”
So what’s next?
VR is already used to train the army, pilots and surgeons, but what applications can you think of for VR and AR?
Is this going to be a technology that L&D grabs and exploits? Or will the cost and difficulty of implementation leave us lagging behind the entertainment industry?
Join in using the hashtag #chat2lrn and discuss these and other questions on 11 February, 2016, 08.00 PST/11.00 EST /16.00 GMT.